Comprehensive World Streamer 2 Setup for Unity

Objective:

Set specific parameters for each streaming layer to control how and when objects within those layers are loaded and unloaded.

Why This Step is Important:

Proper configuration ensures that each category of objects behaves optimally, balancing performance with visual fidelity based on their importance and size.

Detailed Instructions:

  1. Access Streaming Layers Configuration:
    • Open the Scene Manager:
      Tools > Nature Manufacture > World Streamer > Scene Manager
    • Navigate to the Streaming Layers tab.
  2. Select a Streaming Layer:
    • Click on a streaming layer you created, e.g., TerrainAndTrees.
  3. Configure Size Parameters:
    • Size X and Size Z:
      • Definition: Maximum distance (in meters) at which objects in this layer are rendered.
      • Terrain Example: If terrains are split into 500m chunks (Split Size of 2), set Size X and Size Z to 500.
    • Medium and Small Objects:
      • MediumOutdoorObjects: Example Size X/Z = 250m.
      • SmallOutdoorObjects: Example Size X/Z = 100m.
    • Guideline: Base the size on the split terrain size, adjusting smaller layers proportionally.
  4. Optional Y Splitting:
    • Purpose: Split objects vertically, useful for environments with underground or underwater elements.
    • Setting Split Y:
      • Enable Split Y if your game world includes vertical variations.
      • Define Size Y based on gameplay needs, e.g., 100m for small objects that might be submerged.
  5. Define GameObject Prefix:
    • Purpose: World Streamer identifies which objects belong to each streaming layer using prefixes.
    • Methods:
      • Naming Objects: Prefix the name of each GameObject with the layer’s prefix.
        • Example: For HugeObjects, name buildings as Huge_Building1, Huge_Building2.
      • Parenting Objects: Nest objects under a parent GameObject with the ObjectParent script component.
        • Set the prefix within the ObjectParent component.
    • Example Prefix: Huge_ for the HugeObjects layer.
  6. Set Scene Prefix:
    • Definition: A unique identifier for scenes managed by the streaming layer.
    • Customization: Can be similar to or different from the GameObject prefix.
    • Example: For HugeObjects, set Scene Prefix to HugeScene_.
  7. Repeat for All Streaming Layers:
    • Perform the above configurations for each streaming layer you’ve created, adjusting parameters as necessary based on object categories.

Example Configuration Table:

Streaming Layer Size X (m) Size Z (m) Split Y (m) GameObject Prefix Scene Prefix
TerrainAndTrees 500 500 N/A Terrain_ TerrainScene_
LowPolyTerrainMeshes 500 500 N/A LowPoly_ LowPolyScene_
HugeObjects 500 500 N/A Huge_ HugeScene_
MediumOutdoorObjects 250 250 100 Medium_ MediumScene_
SmallOutdoorObjects 100 100 100 Small_ SmallScene_

Notes:

  • Trial and Error: Finding the optimal Size X, Size Z, and Size Y values may require testing and adjustments based on your game’s specific requirements.
  • Performance Monitoring: Regularly profile your game to ensure that streaming layers are performing as expected without causing bottlenecks.

Tips:

  • Consistency: Maintain consistent prefixes across objects and scenes to streamline management.
  • Documentation: Keep a record of your streaming layer configurations for future reference and team collaboration.